You stand inside the Bedquilthaven Academy, an establishment
designed to teach the basics of play inside this game. Each
room has a specific purpose and contains information on the
various commands to maneuver around and interact with the

to look like this

You stand inside the Bedquilthaven Academy,
an establishment designed to teach the basics
of play inside this game. Each room has a specific
purpose and contains information on the various
commands to maneuver around and interact with the

Ie change the line length from around 80 to 70 or even less.

This is for an 8 bit computer that can only have 32 to 64 letters per line.

Dunno how it crept into FUSS, but do_say got an extra call to act() put in...
Here's the fix:

Open act_comm.c and find act(). Near the bottom of the function,
immediately following the first switch block, you will see this:
default:
act( AT_SAY, "$n says '$t'", ch, sbuf, vch, TO_VICT );
break;
}
act( AT_SAY, "$n says '$t'", ch, sbuf, vch, TO_VICT );
That call to act() that falls outside of the switch block is unneeded.
Either commented it out, or delete the line.

Both of those calls to act() are aimed at TO_VICT, which is why you only see one of yours, but two of everyone else's...

Another interesting, semi-related bug(?) is that you can't use the 'say' command, when typed out (the shortcut still works).
(applies to fresh out of the box FUSS 192)
If, for example, you type 'say hello' and send it to the mud, you will
get "say what and to whom" (or somesuch) back. This is because the command
'sayto' is higher on the priority list, than 'say'. (This is also why in
some MOBprogs, you aren't seeing things that mobs are supposed to be saying.)

The solution is to go into the game with your immortal and type:
'cedit sayto lower'. Keep sending that same command until the output
says something about sayto being moved below say. Then type 'cedit save cmdtable'.